DQE Commitment Levels

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Freemage
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DQE Commitment Levels

Post by Freemage »

I'm going to be instituting this (or something similar, following feedback) in the Jokers. Figured I'd throw it out to the Peanut Gallery for discussion and issue-spotting:

DQEs are a fast-and-dirty way to sum up an encounter that's meant to soak up resources, but not really meant to represent a major risk in and of ittself. However, they do strip out a lot of the flavor of tactical encounters; they also tend to be a bit flavorless in terms of how the players can actually make choices to determine the encounter results. This modification to the rules is meant to address that second issue.

The DQE is run using the normal rules, but each player must also determine their commitment level before rolling. This determines how great a risk you're taking; it also determines how good an outcome you can get. If you are using ammo or Power Points, and roll higher than what you have left, you may also have to deal with additional consequences; see Out Of Juice on the appropriate table:

Playin' It Safe:
Sometimes it just makes sense to keep a low profile, especially on an incidental fight. Best to hold your cards close to your chest, for now. You conserve Power Points and ammunition, step forward only when you're reasonably sure it's safe, and generally exercise the better part of valor. If you take any damage at all, it's because you zigged when you should've zagged.
Critical Failure: Take one Wound
Failure: Take Bumps & Bruises; this cannot cause Incapacitation
Success: No damage, take one Token
Raise: No effects for a Raise--you were playing it safe.
Ammo/PP Usage: 1d6.
Out Of Juice: No additional effect.
Additional Notes: AFTER the final outcome is determined, Cautious PCs get a Benny for their Hindrance

Engaged:
This is the default level of engagement--you're threading the gap between 'reckless' and 'gutless' quite nicely, thank you very much.
Critical Failure: Take 1d3 Wounds
Failure: Take 1 Wound
Success: Take Bumps & Bruises, and take one Token; the Fatigue can cause Incapacitation as normal
Raise: Take no ill effects, and take two Tokens
Ammo/PP Usage: 2d6
Out of Juice: Ranged Weapon: Spend a Benny, or suffer Technical Difficulties on your weapon; Power Use: Spend a Benny or take a level of Fatigue

All In:
No guts, no glory! You go into this thing with reckless abandon, laying into any perceived opening, and making one where none exist. You're sticking your neck out, here, but you just might carry the day! (This is an option best used if some of your allies have been coming up short, and you want to try to close the gap, or if you're trying to achieve an Extraordinary Success on the DQE.)
Critical Failure: You take 4 Wounds.
Failure: Take 1d3 Wounds, add 1 Token
Success: Take 1 Wound, add 2 Tokens
Raise: Take a level of Bumps & Bruises; add 1 additional Token for each Raise.
Ammo/PP Usage: 3d6
Out of Juice: Your weapon suffers a Technical Difficulty, or you suffer a level of Fatigue
Additional Notes: AFTER the final outcome is determined, Arrogant and Overconfident PCs get a Benny for playing their Hindrance (but only one, even if you have both)

The DQE is then graded according to the number of Tokens gained, where N = the number of PCs:
T < 1/2N: Catastrophe--not only do you not manage to do the thing, but you should expect Bad Things
T = 1/2N, but not N: Failure--You do not manage to do the thing
T = N or higher: Success--You manage to do the thing
T => 2N: Triumph--You do the thing with panache, and can expect something special as a result

Other Rulings:

Allies:
Sidekicks, Followers and Mounts do not count towards N; they also cannot roll for the DQE directly (they're Supporting Cast, you're the Leads). Instead, they may roll Support, giving their associated PC a bonus per the usual rules. (Driverbot, as a 'group Sidekick', can give Support to anyone designated by Commander Growler to receive that aid; either Growler or the assisted PC should roll for it.) Per game developer comments, Support rolls do not suffer the Scene Penalty.

PC Support:
All PCs must roll for the DQE for themselves, even if it looks like the party already has a Triumph. If you also want to try to Support another PC, this will impose a MAP on both rolls. You must have some form of permanent MAP reduction (such as multiple limbs) to be able to bypass this MAP; situational or temporary MAP-reduction (Two-Fisted, Speed/Quickness, etc) will not cut it. Finally, Support for other PCs must use a different Skill than whatever you rolled for your own DQE.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ndreare
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Re: DQE Commitment Levels

Post by Ndreare »

I really like this. I had my own lesser version on the boards from 6 years ago. But this is clean and easy to follow.
I would want the players to clearly communicate which options they choose before rolling.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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High Command
The Savage Inquisition
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Re: DQE Commitment Levels

Post by High Command »

Not sure if I'd use it or not, but if I felt the need for more nuance in Dangerous Quick Encounters, I would use it. Very readable and usable.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Freemage
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Posts: 1945
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Re: DQE Commitment Levels

Post by Freemage »

Ndreare wrote: Tue Aug 01, 2023 11:35 am I really like this. I had my own lesser version on the boards from 6 years ago. But this is clean and easy to follow.
I would want the players to clearly communicate which options they choose before rolling.
Yeah, that is a key. On-site, I'll probably require that the dice roll actually says what option it is (so, "All In Fighting 1d10!!+2" or "Engaged Spellcasting 1d12!!" or whatever. A roll without it has to be edited to include it--which causes a re-roll.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Tiny Tim
Posts: 234
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Re: DQE Commitment Levels

Post by Tiny Tim »

Freemage wrote: Thu Aug 03, 2023 11:50 pm
Ndreare wrote: Tue Aug 01, 2023 11:35 am I really like this. I had my own lesser version on the boards from 6 years ago. But this is clean and easy to follow.
I would want the players to clearly communicate which options they choose before rolling.
Yeah, that is a key. On-site, I'll probably require that the dice roll actually says what option it is (so, "All In Fighting 1d10!!+2" or "Engaged Spellcasting 1d12!!" or whatever. A roll without it has to be edited to include it--which causes a re-roll.
Or if they don't state, they are going Engaged, the middle road
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
shadowdad
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Re: DQE Commitment Levels

Post by shadowdad »

I really like this! My GM for a Savage Rifts game used it to resolve what could have been an hours long slog through major enemies and multiple drawn out combats.
Instead, he broke it down into a series of four DQEs. It was quick, cinematic, got our blood pumping and put us on the edge of our seats as we worked through each DQE, deciding if we were going all in, or trying to hold something back "in reserve" for the next round.
The entire series of all 4 DQEs took maybe 30 minutes and we were able to continue with the story/role playing portion without feeling like we missed the combat element.
I will be using this in my own Savage Worlds games, count on it!
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Previously Ran: Savage Rifts: The Red Dawn Chronicles
Previously Played in: Interface Zero 2.0, Star Wars using Scum & Villainy system, The Lady of the Bayou, a supernatural mystery/horror game set in the 1820s Louisiana, using the World of Darkness (Hunter) rules.
Currently Running: Savage Sunday Rifts Game! It is every other Sunday with a whole new group of players. Follow along here: viewtopic.php?f=6&t=6035
Looking to run next: Savage Fantasy using the Fantasy Companion or SWPF (not sure which yet) and running it in the Ptolus City by the Spire setting.
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